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- using System.Linq.Expressions;
- using AtomicEngine;
- public class Program
- {
- public static void Main(string[] args)
- {
- Application.Run<HelloQuad>(args);
- }
- }
- public class HelloQuad : AppDelegate
- {
- // Scene reference kept here so it won't be collected by the GC
- Scene scene;
- Camera camera;
- Graphics graphics;
- Viewport viewport;
- Texture2D texture;
- VertexBuffer vertexBuffer;
- public override void Start()
- {
- Renderer renderer = AtomicNET.GetSubsystem<Renderer>();
- graphics = AtomicNET.GetSubsystem<Graphics>();
- viewport = renderer.GetViewport(0);
-
- scene = new Scene();
- scene.CreateComponent<Octree>();
- viewport.Scene = scene;
- camera = scene.CreateChild("Camera").CreateComponent<Camera>();
- camera.Node.Position = new Vector3(0.5f, 0.5f, 0.0f);
- camera.Orthographic = true;
- camera.OrthoSize = 1.5f;
- viewport.Camera = camera;
- // We create a XML from string so this code is fully self-contained
- XMLFile xml = new XMLFile();
- xml.FromString("<renderpath><command type=\"sendevent\"/></renderpath>");
- RenderPath renderpath = new RenderPath();
- renderpath.Append(xml);
- viewport.SetRenderPath(renderpath);
- SubscribeToEvent("RenderPathEvent", (u, e) => { Render(); });
- ShaderVariation pixelShader = graphics.GetShader(ShaderType.PS, "Basic", "DIFFMAP");
- ShaderVariation vertexShader = graphics.GetShader(ShaderType.VS, "Basic", "DIFFMAP");
- graphics.SetShaders(vertexShader, pixelShader);
- graphics.SetShaderParameter(ShaderParams.VSP_MODEL, Matrix3x4.IDENTITY);
- graphics.SetShaderParameter(ShaderParams.PSP_MATDIFFCOLOR, Color.White);
- graphics.SetCullMode(CullMode.CULL_NONE);
- // We create a texture from literal data so this code is fully self-contained
- Image image = new Image();
- image.SetSize(16, 16, 3);
- Color z = Color.Yellow;
- Color M = Color.Blue;
- Color k = Color.Black;
- Color[,] imageData =
- {
- { k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k },
- { k,z,z,z,z,z,z,z,z,z,z,z,z,z,M,k },
- { k,z,z,z,z,z,z,M,M,z,z,z,z,z,z,k },
- { k,z,z,z,z,z,z,M,M,z,z,z,z,z,z,k },
- { k,z,z,z,z,z,M,z,z,M,z,z,z,z,z,k },
- { k,z,z,z,z,z,M,z,z,M,z,z,z,z,z,k },
- { k,z,z,z,z,M,z,z,z,z,M,z,z,z,z,k },
- { k,z,z,z,z,M,z,z,z,z,M,z,z,z,z,k },
- { k,z,z,z,M,z,z,z,z,z,z,M,z,z,z,k },
- { k,z,z,z,M,z,z,z,z,z,z,M,z,z,z,k },
- { k,z,z,M,M,M,M,M,M,M,M,M,M,z,z,k },
- { k,z,z,M,z,z,z,z,z,z,z,z,M,z,z,k },
- { k,z,M,z,z,z,z,z,z,z,z,z,z,M,z,k },
- { k,z,M,z,z,z,z,z,z,z,z,z,z,M,z,k },
- { k,z,z,z,z,z,z,z,z,z,z,z,z,z,z,k },
- { k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k },
- };
- for (int x = 0; x < 16; x++)
- {
- for (int y = 0; y < 16; y++)
- {
- image.SetPixel(x,15-y,imageData[y,x]);
- }
- }
- texture = new Texture2D();
- texture.SetData(image);
-
- vertexBuffer = new VertexBuffer();
- vertexBuffer.SetSize(6, Constants.MASK_POSITION | Constants.MASK_TEXCOORD1, true);
- }
- unsafe void Render()
- {
- System.IntPtr vertexData = vertexBuffer.Lock(0, 6, true);
- {
- float* vout = (float*)vertexData;
- *vout++ = 0;
- *vout++ = 0;
- *vout++ = 0;
- *vout++ = 0;
- *vout++ = 0;
- *vout++ = 0;
- *vout++ = 1;
- *vout++ = 0;
- *vout++ = 0;
- *vout++ = 1;
- *vout++ = 1;
- *vout++ = 1;
- *vout++ = 0;
- *vout++ = 1;
- *vout++ = 1;
- *vout++ = 0;
- *vout++ = 0;
- *vout++ = 0;
- *vout++ = 0;
- *vout++ = 0;
- *vout++ = 1;
- *vout++ = 1;
- *vout++ = 0;
- *vout++ = 1;
- *vout++ = 1;
- *vout++ = 1;
- *vout++ = 0;
- *vout++ = 0;
- *vout++ = 1;
- *vout++ = 0;
- }
- vertexBuffer.Unlock();
-
- graphics.Clear(0x1, Color.White);
- viewport.View.SetCameraShaderParameters(camera);
- graphics.SetTexture((uint)TextureUnit.TU_DIFFUSE, texture);
- graphics.SetVertexBuffer(vertexBuffer);
- graphics.Draw(PrimitiveType.TRIANGLE_LIST, 0, 6);
- }
- }
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